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Reviews<br />
and choke points. It’s easy to get<br />
sucked into 10-person battles and<br />
feel a sense of larger scale.<br />
Wander a bit, though, and you’ll<br />
soon realise otherwise. These maps<br />
are, as we said, enormous, yet<br />
large parts of them is empty. Leave<br />
wherever the latest pitched battle is<br />
occurring and you’ll find that no-one<br />
else is around. Nobody explores<br />
the side corridors and no fighting<br />
takes place 100m behind you. It’s all<br />
focused on the choke point, because<br />
DICE has led players right to it.<br />
We suspect this is why there’s no<br />
Conquest mode. Instead, Battlefront<br />
has Supremacy, which is similar<br />
on the surface, but plays out in<br />
a fundamentally different way.<br />
Conquest allows for the freeform<br />
capture of a certain number<br />
of objectives. Supremacy has<br />
five objectives, but at any given<br />
time your team will attempt to<br />
capture one and defend another,<br />
proceeding in a linear fashion.<br />
This keeps the battles tight and<br />
centred around certain areas, but it<br />
makes us wish DICE had borrowed<br />
from its EA cohort Respawn. We<br />
don’t think Titanfall’s bots were a<br />
great solution, but at least they<br />
fleshed out the action.<br />
The result is that Battlefront 2015<br />
feels both bigger and smaller than<br />
the 10-year-old Battlefront II. Sure,<br />
put the two next to each other and<br />
the difference in graphics is clear. A<br />
decade ago, Battlefront II’s sense of<br />
scale is what tricked us into feeling<br />
we were living Star Wars. DICE gets<br />
pretty close to the same feeling with<br />
some spectacular graphics, but it’s<br />
not enough. Not for us, anyway. It’s<br />
definitely not where we expected<br />
we’d be in 2015.<br />
Single player<br />
There are also two single-player/<br />
co-op modes. One is a reskinned<br />
Horde option, fighting off waves of<br />
enemies. The other is basically the<br />
same thing except the waves are<br />
just a stream of troops and you’re<br />
aiming to kill a certain amount. We<br />
don’t think either is interesting,<br />
though it will let you use all weapons<br />
immediately, no unlocks necessary.<br />
We played through each mode once<br />
and then went back to multiplayer.<br />
Verdict<br />
It’s admittedly hard to divorce our<br />
opinions of Battlefront from our<br />
expectations – both in regards to<br />
the game’s predecessors and DICE’s<br />
other work. We’ve tried to avoid too<br />
many comparisons to Battlefront II<br />
here, but we’ve waited a decade for<br />
this game and after 10 years this is<br />
not only missing many of the modes<br />
and features that seemed destined<br />
for Pandemic’s original stab at a<br />
Battlefront III, but also much of<br />
what we liked about Battlefront II.<br />
We’ve also tried to avoid harping<br />
too much on ‘problems’ that are<br />
endemic to the source material. For<br />
instance, we’re still not fans of the<br />
fact the guns in Battlefront have<br />
a spread instead of recoil, and we<br />
don’t like the feel. That, however,<br />
is what laser rifles (at least in Star<br />
Wars) do, and DICE couldn’t change<br />
this even if it wanted to, and we’ve<br />
come to accept it for what it is.<br />
But we think the game falls into<br />
a weird place. It’s not Battlefront III<br />
enough for the diehard fans, and<br />
it’s not deep enough (at least, not<br />
without spending another £40 and<br />
waiting on a long dribble of content)<br />
for us to believe the game has<br />
staying power. It is, however, friendly<br />
enough for beginners that it may<br />
(temporarily) appeal to the masses<br />
of Star Wars fans that have never<br />
touched its predecessor or a modern<br />
shooter, but want to pick up a fun<br />
video game after seeing The Force<br />
Awakens. J Hayden Dingman<br />
February 2016 www.pcadvisor.co.uk/reviews 67