![]() I also like that you can flip to a rear-view camera to track who’s on your six. Plus, it allows the skilled pilot with a bogey on their tail to have a chance of turning the hunter into the hunted. The UI improvements, such as the addition of the enemy missile tracker, are great, and there’s an overall feeling of escapability that makes dogfights feel intense. I love that the class system has carried over into Starfighter Assault, which means the fighter, interceptor, and bomber starfighters feel different and, in turn, encourage individual tactics. You really shouldn’t try to play Starfighter Assault with a keyboard and mouse, either, as it feels even stranger. By default, left stick controls throttle and roll, and it just feels weird. ![]() It’d be nice to have the option to make the left stick control throttle and yaw, while the right stick controls pitch and roll. ![]() The simple addition of pitch control – as opposed to the one-stick simplified flight controls of Fighter Squadron – boosts player manoeuvrability, and the reality that you can’t hold down left trigger to lock on with your starfighter’s cannons is a welcome change. That’s not necessarily a bad thing, though, as Starfighter Assault is already a great improvement on Fighter Squadron. I’m not sure if Criterion plans to mimic the greater range of Battle Points unlocks in Starfighter Assault because, as far as I can tell, it’s limited to banking points for hero ships. There’s a great risk/reward system at play with Battle Points, in terms of spending them early for a quick advantage (powerful unit or vehicle) or saving them for something bigger (like a hero or villain). Speaking of Battle Points, they’re a great addition, although problematic for less-skilled players hoping to get onto the battlefield as an iconic hero or villain. “My conversations with Criterion developers suggest this won’t be the case for release, and I hope that proves true. As limited as the multiplayer beta was in terms of content – it’s a beta, after all – the recent John Boyega-narrated trailer is promising in terms of what’ll be available at launch. Having three studios playing to three distinct strengths across three cinematic Star Wars eras is a great way to bolster the content potential for the launch of Battlefront II. On top of this, DICE is handling most of the multiplayer, Motive Studios is tackling the campaign, and maestro of vehicular handling (and builders of the awesome PS VR X-wing Mission) Criterion Games is building all the vehicles (including starfighters) and Starfighter Assault. Thankfully, for those unaware, Star Wars Battlefront II has already addressed this on paper by drawing content from prequel, original, and sequel eras. Couple this with DICE’s curious decision to only include atmospheric battles (at launch) for its shallow Fighter Squadron mode, and there’s even less content to work with. ![]() ![]() There’s a distinct lack of vehicles for the Rebels, the starfighter choices are sparse for both sides, there aren’t too many noteworthy villains, and there ain’t a whole lot of planets. As revered as the Holy Trilogy is in cinematic form, it actually leaves a lot to be desired in terms of content from the source material. One of the limitations of DICE’s Battlefront reboot was its strict adherence to the Original Trilogy era. Content with contentLet’s tackle this in order, starting with content. Now that I've spent several hours with the Star Wars Battlefront II multiplayer beta, has it improved in terms of content, depth, and balancing? The simple answer: yes and no. ![]()
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