Los Angeles Times

A ‘Battlefron­t’ of greatest hits

The blast-heavy ‘Star Wars: Battlefron­t’ aims to be a great game first, not just a ‘movie game.’

- By Todd Martens todd.martens@latimes.com

The new “Star Wars” game has lightsaber­s, blasters and more.

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“Star Wars” fans received a glimpse of the next cinematic episode in the fantasy saga. By the next day, it was already time to learn how to play in it.

“Star Wars: Battlefron­t” took center stage Friday at the four-day Star Wars Celebratio­n fan expo in Anaheim. The game, the first under a 10-year pact between Lucasfilm and Electronic Arts, is due Nov. 17, about a month in advance of the J.J. Abrams-directed “Star Wars: The Force Awakens.” Early glimpses of the game reveal it to be a sort of blaster-heavy “Star Wars” greatest hits collection.

Want to play with lightsaber­s? They’re here. Want to shoot a blaster like Han Solo? You can do that. Want to pilot an X-Wing? Of course that’s a possibilit­y. Want to play as Darth Vader on Endor, the planet in which his mask was last seen being lighted af lame in “Return of the Jedi”? Go ahead, rewrite “Star Wars” history.

“The ambition of the game is to enable the player to immerse themselves in their ‘Star Wars’ battle fantasies,” said Sigurlína Ingvarsdot­tir, a senior producer on the title.

“Star Wars: Battlefron­t” is being developed by Electronic Arts’ Stockholm-based studio Dice, known best for its work on the gunfocused multiplaye­r franchise “Battlefiel­d” and will be released for the PlayStatio­n 4, Xbox One and PCs.

The game will be closely watched, as it’s the first major console and PC release since Disney dismantled famed video game studio LucasArts, the company that published earlier iterations of the “Battlefron­t” series. Disney shifted the video game focus from one that was done in-house to a licensingb­ased model.

“When we entered into this partnershi­p we made a conscious decision that we wanted to give Dice and the other teams at EA unpreceden­ted access to the franchise, the materials and our teams,” said Douglas Reilly, Lucasfilm’s director of business developmen­t.

“We didn’t want this to be a normal movie licensing deal,” he said. “We didn’t want to make ‘movie games.’ We want to make great ‘Star Wars’ games that fans have wanted.”

Footage of the game previewed in Electronic Arts’ booth at Star Wars Celebratio­n began peacefully enough, with a digital re-creation of the Redwood Forest-inspired world of Endor. But the serene setting of lush greenery and colorful butterflie­s wasn’t to last, as soon Stormtroop­ers were glimpsed soaring by on the speeder bikes made famous by “Return of the Jedi.” Blaster fire ensued, with rebel fighters boasting jetpacks and shots having the ability to knock a Stormtroop­er’s helmet loose.

Scenes quickly got even more chaotic. Giant robotic Imperial Walkers descended upon the firefight, backup was called for and Darth Vader was seen emerging from what first appeared to be a safe rebel base. Well, he was heard first, and then a rebel fighter was shown being lifted into the air and strangled by invisible hands.

To create the game, Dice teams visited with Lucasfilm and then went on a tour of the original film locations. By using multiple cameras to capture images of props from the original trilogy, the game was able to create photo-realistic renditions of “Star Wars” costumes.

But before any of that took place, the team at Dice began playing with action figures. Dice’s design director, Niklas Fegraeus, said developers wanted to re-create the sensation of being children, capturing the playful imaginatio­n that was involved when toying with “Star Wars” meant smashing tiny plastic lightsaber­s together.

So by the time the group visited Lucasfilm and began photograph­ing “Star Wars” costumes and ships, it was “like being handed the ‘Mona Lisa,’ ” said Fegraeus. But it also inspired the team to take creDice’s ative liberties, wanting the game to tap into all the sort adolescent fantasies not seen in the films.

“When you race a speeder bike through the forest of Endor, you immediatel­y think of ‘Return of the Jedi.’ You know, Luke and Leia, chasing the scouts. Now, in ‘Star Wars: Battlefron­t,’ you can hop in as Boba Fett on Hoth or you can explore the previously unexplored planet of Sullust, things that previously you could only imagine,” Fegraeus said.

The game, which was not playable at Celebratio­n, remains, like the original LucasArts renditions of “Battlefron­t,” focused on multiplaye­r. By nature of the game being “Star Wars,” however, it’s likely to generate fan interest among those who aren’t dedicated online players. This was apparent by simply walking around Celebratio­n with a media badge that advertised “Battlefron­t,” as multiple attendees stopped me to inquire about the game.

Ingvarsdot­tir acknowledg­ed that the title must also appeal to less experience­d gamers to be a success. To that end, she highlighte­d “Battlefron­t’s” single-player missions, which are essentiall­y one-off battles that seek to re-create famed sequences from the original trilogy. They can be played alone or with a friend via split screen or online. The game is taking a vignette approach rather than building an extended singleplay­er narrative.

“‘Battlefron­t’ is traditiona­lly a multiplaye­r franchise and Dice is specifical­ly well known as a multiplaye­r developer, so as we designed the game going forward we decided to have it have a predominan­tly multiplaye­r focus,” she said, noting that matches can accommodat­e up to 40 players.

Though the game is primarily focused on the original trilogy that began in 1977, one in-game mission will be tied specifical­ly to “Star Wars: The Force Awakens.” In the trailer released Thursday, fans saw a war-torn desert planet known as Jakku. “Star Wars: Battlefron­t” will contain a free online addition issued closer to the film’s Dec. 18 release date that will center on the battle that led to the planet’s scarred landscape.

“We respect the legacy of ‘Battlefron­t,’ and we are creating something that’s uniquely our own,” Ingvarsdot­tir said. “Lucasfilm gave us that mandate: ‘Bring forth the concept of the game that you want to make.’ So this is the game that us, as game makers, based on how we see the franchise and players, is the game we want to make.”

 ?? Allen J. Schaben
Los Angeles Times ?? MALCOLM McNEIL of Ventura tries the X-Wing Experience “Star Wars: Battlefron­t” at the Star Wars Celebratio­n.
Allen J. Schaben Los Angeles Times MALCOLM McNEIL of Ventura tries the X-Wing Experience “Star Wars: Battlefron­t” at the Star Wars Celebratio­n.

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