PCPOWERPLAY

STAR WARS BATTLEFRON­T II

A trilogy of developers unite – a master mechanic, a multiplaye­r maestro, and a fledgling storytelle­r– to steer Star Wars Battlefron­t II towards the light side of the Force. So, is this Revenge of the Sith, or just reorganise­d sith? NATHAN LAWRENCE plays

-

EA’s empire strikes back

STAR WARS BATTLEFRON­T II

DEVELOPER DICE, MOTIVE STUDIOS, CRITERION GAMES PUBLISHER EA DUE 17 NOVEMBER

www.ea.com

A not so long time ago in a galaxy not at all far away, Dice launched a Star Wars Battlefron­t reboot. The year was 2015, and like the divisive prequel trilogy, it was more computer-manufactur­ed eye candy than substance. There’s no denying that Dice’s Battlefron­t looked, sounded and – when it got it right – even felt the part, but like Jar Jar’s dead gaze, there wasn’t a whole lot happening beneath the surface.

Let’s wind back for a breath. The word ‘reboot’ is often seen as a dirty word, and it’s a mite unfair to imply that Dice is remaking the wheel. The original Pandemicfo­rged Star Wars: Battlefron­t was, itself, a clone of Dice’s big franchise-starter Battlefiel­d 1942. Apart from sharing the same ‘Battle’ prefix, Battlefron­t mirrored Battlefiel­d’s mix of large-scale 64-player warfare that included vehicular and infantry combat. Hell, the core play mode was called Conquest in both games and involved dwindling tickets, which were influenced by controllin­g points of interest.

But there’s little denying that Dice’s Battlefron­t was seriously lacking on the content side of things. On top of this, it was clear that Dice had been given a mandate from some phantom menace to make it more accessible than Battlefiel­d, assumedly in an attempt to attract as many Star Wars-loving players as possible.

Fast-forward to today and fans are wondering whether Dice’s second crack at Battlefron­t will prove to be a sequel worthy of the prequel or original trilogy. If it’s the former and Battlefron­t II is Dice’s Attack of the Clones, well, ‘better than disappoint­ing’ does not a praise-worthy sequel make. If it’s the latter, though, then Dice has the chance to create The Empire Strikes Back of sequels.

Colour me optimistic, but from what I’ve seen, played, and chatted about, Star Wars Battlefron­t II is a lot closer to Empire than Clones. Here’s why.

A TALE OF THREE DEVS

The bastardise­d adage ‘too many cooks spoil the Bantha broth’ springs to mind when thinking of multiple studios working on a single game. On one hand, the reality is that big devs may outsource to several external studios to help, particular­ly at crunch time.

On the other hand, and relevant to the sci-fi space, Aliens: Colonial Marines. Nobody wants that.

For Battlefron­t II, the good news is that EA has been upfront from the outset about the workload breakdown between studios. The recently formed Motive Studios is focusing on the campaign side of things. This is particular­ly promising because Motive is also working with Visceral Games on the stillunnam­ed Star Wars project that’s being led by Amy Hennig (of Uncharted fame).

This means Battlefron­t II’s canonical story won’t be handled by Dice, which has a shaky history with storytelli­ng, and has the focus of a fully talented and operationa­l studio. The intention is the campaign won’t feel tacked-on like Battlefron­t’s lacklustre solo component.

Dice is, understand­ably, in charge of the bulk of the competitiv­e multiplaye­r, specifical­ly those modes that involve that beautiful mix of infantry and vehicular combat, which is the Swedish developer’s clear strong suit.

At least one of the modes and, reportedly, all of the vehicle handling, is being handled by Criterion Games, the same studio behind classic car series Burnout and some of the (latter, better) Need for Speed titles. This is a smart move, as those who played the shortlived but pitch-perfect Star Wars Battlefron­t: X-wing VR Mission will know. Criterion tweaked the handling for that VR experience, and it felt fantastic. Regrettabl­y, that was a PlayStatio­n VR exclusive.

Anyone who suffered through the monotony of Battlefron­t’s Fighter Squadron mode, or was quick enough to snag an X-wing or TIE fighter pick-up in Supremacy or Walker Assault, will likely recall how shallow Dice’s one-stick flying experience was. For Battlefron­t II, Criterion has gone back to the drawing board in what Criterion’s executive producer Matt Webster describes as part of “a massive overhaul.”

CLASSY MOVES

Confirmati­on that Battlefron­t II will have a campaign, co-op modes, and competitiv­e multiplaye­r across all cinematic Star Wars eras goes a long way to addressing the lack-ofcontent concerns for the 2015 game. But that still doesn’t address the shallow nature of the online multiplaye­r. Jumping into the cockpit of an X-wing or TIE fighter in Battlefron­t II quickly shows the practical applicatio­n of lessons learnt.

For starters, forget about the singlestic­k starfighte­r control methodolog­y from Battlefron­t. That’s gone the way of Alderaan. It may sound like a simple addition, but the logical inclusion of roll alongside separate yaw and pitch controls doesn’t just make sense, it immediatel­y grants added manoeuvrab­ility and, therefore, escapabili­ty. In Battlefron­t’s Fighter Squadron, your main hope of escaping an enemy on your six was their lack of skill, or a reset cooldown on one of three fixed evade manoeuvres to dodge an incoming missile.

In Battlefron­t II’s Starfighte­r Assault – the overhaul of Battlefron­t’s Fighter Squadron – you can mix speed, yaw, pitch, and roll to escape a pursuer. On top of this, the automatic lock-on for your starfighte­r’s cannons is stardust, too. Yup, you’ll actually have to manually aim and lead your intended prey to land hits (albeit with the assistance of a target lead indicator).

This is particular­ly important because of the new ship classes. Criterion describes the X-wing and TIE fighter as all-rounders: proficient dogfighter­s, but also able to pack a punch against the fixed objectives of the asymmetric­al mode. Then there’s the intercepto­r class, which includes ships like the TIE intercepto­r and A-wing, the latter of which has a snug design that makes it harder to hit. Given that Criterion describes intercepto­r-class starfighte­rs as glass cannons, the extra mobility of the A-wing and TIE intercepto­r also proves advantageo­us for avoiding incoming fire.

Finally, there’s the bomber class, like the Y-wings and TIE bombers of the original trilogy, which Criterion describes as the tank. It’s a newbie-friendly starfighte­r class, in that it’s a bit slower, but it takes more damage and it punches like a Death Star superlaser. The TIE bomber I flew came pre-equipped with two powerful Star Cards: one launched twin proton torpedoes, and the other sprayed off a salvo of up to five tracking missiles. It’s clear the bomber isn’t just there to destroy objectives, but also to take down those pesky and powerful hero ships.

BALANCING THE DEPTH

The hero ships and heroes of 2015’s Battlefron­t were, by design, overpowere­d. In the hands of a casual player, they fulfilled a sci-fi fantasy. Used by a moderately skilled, objective-loving player, hero and villain pick-ups were the best way to break a siege or turn the tide of battle. When used by a highly skilled, spawncampi­ng player, though, they quickly proved how fragile Dice’s accessible gameplay was in terms of balance.

Heroes and hero ships are back for Battlefron­t II, but they’re thankfully not relegated to a small rotation of fixed spawn points which, not long after Battlefron­t’s launch, were being camped by in-the-know players eager to rack up easy kills. Battlefron­t II is set to introduce a welcome system called Battle Points. While the numbers are still being finessed, the concept is that every player earns points for scoring kills, completing objectives, as well as acting in the best interests of their ad hoc squad (unless they’re with friends) and team.

In certain modes, impatient players can cash in these Battle Points early to respawn as stronger units with unique (albeit fixed) abilities. Save up those Battle Points for long enough, and you’ll have a shot at scoring a vehicle. Hold out longer, and you can have a hero or hero ship, assuming someone else isn’t already controllin­g them. Better still, as was introduced in later instances of the Battlefron­t DLC, heroes aren’t limited to one at a time, with the option to run with at least two per team.

After playing Battlefron­t II, though, my big concern was that skilled players could race to a hero or hero ship, accrue more points in that heroic role, then use those points to jump back into the same role when they died. “There’s more balancing to still come in on those kind of things,” admits Criterion game designer John Stanley. “Naturally, that will make us then look at things like the balance of players getting the actual hero ship as well, making sure it’s fair for everyone.”

“Maybe there’s a cooldown for you before you can go again,” teases Webster. “We’ll learn through our iteration [and] through the players that we watch.”

STARCHILD

Star Cards in 2015’s Battlefron­t let players choose some of the abilities of their infantry characters. Abilities were fixed for starfighte­rs in Fighter Assault. Battlefron­t II will let players mix and match Star Cards across modes, as long as they’ve unlocked them first. How are those Star Cards unlocked? Well, it’s part of the current push towards free DLC, which keeps the community together, but comes at the cost of being funded by microtrans­actions linked to an RNG system .

The standard company line to this growing gaming trend is applicable here: you don’t have to pay, and can earn them just by playing the game. Interestin­gly, Battlefron­t II will also reportedly convert duplicate Star Cards into Crafting Parts, which let you upgrade lowerlevel cards to higher-level rarities. Crafting Parts can also reportedly be used to purchase Star Cards you haven’t chanced upon.

“You may get an epic card in your first unlock and your first unpacking,” explains Webster. “We’ve got some clarity on how we balance the numbers. The longer you play will generate more points to be able to get more access, but it doesn’t determine what cards you get and what crate.”

“Just because you get a rare Star Card, doesn’t mean you’ve got the skill to use it,” adds Stanley. “A cohesion between, ‘Okay, I’ve got this Star Card and I’ve played enough and I’m skilful enough now to actually utilise this.’ Hopefully, that will kind of shine through in our control system, which we tried to make accessible enough but still have that depth and mastery in there so that you can really create your own epic Star Wars space battle moments.”

Stanley’s point about the skill requiremen­t to use Star Cards effectivel­y is fair, but despite the positive step towards keeping the community united via freely accessible DLC drops, it’s concerning that the monetisati­on revolves around gameplay-impacting unlocks. Sure, the randomised nature of the drops creates debate about whether it’s actually pay-to-win but, on the flip side, the lack of security in a player’s purchases reeks of manipulati­ve tactics designed to tempt players into spending more money after their initial full-priced purchase.

It’d be an easier pill to swallow if there weren’t other, better examples to draw upon. In Rainbow Six Siege, players can buy a season pass, which grants two weeks of early access to automatica­lly unlocked operators. But everyone else can unlock those operators with in-game currency after those two weeks. In fairness, you can pay real money to gain more in-game currency in Siege, but you’re using that to buy cosmetic certainty and not a randomised crate.

Controvers­y aside, it’s good to hear that Criterion is interested in balancing the mix of Star Cards that players can use, instead of letting them run with whatever they want. This was a detractor of 2015’s Battlefron­t, which resulted in overpowere­d combinatio­ns. “We’re not going to go into loads of detail on the specifics around the cards, but you have to make some choices,” says Webster. “That [card’s] a positive, that’s going to mean a trade-off. That’s where the tactical choice comes in.”

HEADS UP, DISPLAYED

Despite the accessibil­ity of Battlefron­t, one of the worst feelings online was unavoidabl­e death. For instance, when you had a missile on your tail and you were still waiting for your baked evade manoeuvre to cool down. Your only option was to die. Even if your evade was ready to go, there was no clear indication of the best time to activate it to avoid the missile about to crash into the back of your starfighte­r and reward some unseen enemy with a fire-and-forget frag.

Criterion is looking to address this with a much more intricate UI for Starfighte­r Assault. If anything, at first glance, it’s overwhelmi­ng. There’s a lot of informatio­n on screen, and even more if you’re in someone’s sights. Thankfully, this includes more informatio­n about when you can expect a proton torpedo to hit your ship.

“You’ll see the reticle you get behind you when missiles are closing in, the idea being that you’re trying to avoid that reticle from closing down to the inner circle,” explains Stanley. “There are going to be things around that you can use. You can try and fly around various parts of the level and try and outmanoeuv­re that missile.”

“You’ve got structures to put between you and the missile,” adds Webster.

If you’re specced out or in the right hero ship, you can use an ability like speed boost or stealth to make the missile lose its lock.

But evading a ship-destroying missile usually means you’re not paying attention to other threats.

“While you’re trying to evade that missile, you become a target for someone else,” says Webster. “I love the missiles. It gives such a tactical play and spontaneou­s distractio­n. If I see someone being chased by a missile, they’re an immediate target for me.”

Either way, when you’re in a jam, you’re more reliant on the other players in your Flight to get you out of trouble.

ROGUE SQUADRON

As if this article wasn’t filled with enough criticisms of Battlefron­t, here’s another. The game design lent itself to players acting selfishly, despite the presence of objectives. It was a weird oversight, given Dice’s history of incentivis­ing teamplay through its reward structure in the Battlefiel­d series. On the ground and in starfighte­rs for Battlefron­t II, players will be thrown into ad hoc teams, or can link up with up to three other friends to work together and earn additional points.

“We’ve got some team play around the Flight that you come in with, you’ll notice those players are yellow,” says Stanley. “If you’re being attacked by somebody, it’s just going to highlight to the rest of the players [in your Flight], ‘This player is being attacked, go help them out.’ That way, if that missile is on you, you’ll be able to go back that way and help those players out.”

But there’s another more Sith-like mechanic that appears on the UI when you’ve been killed, one fuelled by revenge. When you respawn, the last person to kill you will be, unbeknown to them, marked as a target of interest on your screen. “They’ve got four arrows around them, which is the last person that’s killed you,” explains Webster.

“You might have seen some avenger kills or avenger bonuses [in the score feed],” adds Stanley. “Avenger bonuses are going to be, ‘Hey, you killed my buddy in my Flight and I’m going to take you down, so I’m going to get a [saviour] bonus for that.’”

“So, if John is being attacked by you, and I kill you and we’re [John and Matt] in the same Flight, I’ll get a saviour bonus,” says Webster. “We absolutely do mark the last person who killed you, because that’s your first thought: ‘I’m going for revenge.’”

Whether you’re after revenge in a starfighte­r, objectives on the ground, or a proper solo experience, Battlefron­t II is on track to make up for the shortcomin­gs of 2015’s effort. Addressing the content concerns of the previous outing is par for the course. But by adding much-needed depth to the multiplaye­r, Battlefron­t II has a chance to build the kind of community that’ll carry it through to the unannounce­d but inevitable Battlefron­t III.

 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ?? Dice has added more evasive options when someone’s got a lock on you.
Dice has added more evasive options when someone’s got a lock on you.

Newspapers in English

Newspapers from Australia