I know the narrative this game will forever be bound to. I know its problems, and I know the limitations of a Battlefield singleplayer campaign, whether it has lightsabers in it or not. And for the next few minutes, I donāt want to talk about any of those things.
I have zero interest in playing Battlefront IIās multiplayer component, because I like to drive tanks in Battlefield, and the Star Wars games donāt really have an equivalent (UPDATE: OK, seems I got this wrong, there are separatist tanks in this sequel). So all the furore over loot boxes and progression hasnāt really phased me.
The one thing I wanted from the second Battlefront game was the same thing Finn/John Boyega wanted: a singleplayer campaign.
https://kotaku.com/even-finn-wants-a-star-wars-battlefront-campaign-1762517060
Well we got one, and I finished playing it over the weekend, and I loved almost every minute of it.
Like I said, I knew thereād be limitations going into it. Battlefieldās campaigns are there to introduce you to maps, weapons and gameplay mechanics, not 20 hours of hand-crafted level design, so I knew I wasnāt going to be getting the same kind of finely-crafted singleplayer focus that youād find in Wolfenstein (or even the Call of Duty games).
So when Battlefront IIās campaign whisks you across the galaxy and randomly drops you into the shoes of everyone from Princess Leia to Lando Calrissian, and makes you fight your way across huge maps that were clearly designed for teams to battle over instead of one person to fight their way through, it wasnāt a surprise.
What was a surprise was how much fun I had.
The last Battlefield game to ship with a singleplayer element was Battlefield 1 with its compartmentalised mini-campaigns, a novel idea in terms of multiplayer tutorials but one which robbed them of any sense of continuity or larger narrative (outside the obvious āthe First World War was horribleā).
So what Battlefront II does is combine that segmented feeling with a tale linking all the stages together. Thereās still a very clear feeling that each mission is designed to introduce a map or teach you how to drive something, but these are all carried along by the story well enough that they donāt feel as isolated as BF1’s.
Itās the most human Star Wars tale I can remember ever being told in a video game. Thereās a nefarious Imperial plot going on, and some of the big battles from the classic trilogy to fight, but the heart of Battlefront IIās campaign isnāt the plot, itās the characters, like the Imperial soldier who has a very strong āAre We The Baddiesā moment, her relationship with her Battle of Britain Spitfire pilot squadmate and also any and all interactions with a smart-ass Duros called Shriv.
https://kotaku.com/star-wars-battlefront-ii-the-kotaku-review-1820477183
But you know a lot of that from Heatherās review. What Iām here to talk about, and what I enjoyed the most about the campaign, was just how Star Wars it all was.
Iāve written about āThe Best Star Wars Video Gameā on this site before, bestowing the honour upon Dark Forces. Not because itās an excellent shooter (though it is!), but mostly because of this:
Thereās no time in Dark Forcesāand this is a rarity in Star Wars gamesāwhere you can point to where the actual Star Wars designs end and the work of Lucasartsā own artists begin. Everything you see in Dark Forces, from the walls to the guns to the ships, looks like it was designed by Ralph McQuarrie and belongs in one of George Lucasā original films.
Battlefront IIās singleplayer campaign is a good multiplayer tutorial and a serviceable first-person shooter in its own right, but as a Star Wars experience itās probably beaten only by Lucasartsā 1995 shooter.
Visually itās incredible, and Iām not talking about the photogrammetry used to map out the levels. Every corner of the gameās universe is as faithful to the original cinematic vision as you could hope for, from the door panels to Inferno Squadās uniforms to the computer terminals, and itās clear that a tremendous amount of work went into making sure that even the smallest detail looked consistent with what a Star Wars thing should look like.
I know the first Battlefront did this as well, but most of its spaces were designed solely for large-scale team warfare. Battlefront IIās campaign takes you to quite a few more intimate locations, where youāre given both the time and space to notice incidental details you would have missed if you were playing multiplayer and just racing around shooting at everything.
It also sounds amazing. Like the first game, the team at DICE were given access to the vault of actual Star Wars sound effects and it shows, with BFII borrowing a lot of things we recognise from the films directly (like the Empireās distinctive emergency klaxon) while at the same time creating new effects (for stuff like blaster fire) that arenāt in the movies, but sound like they could have been.
All of which is dumb, superficial shit that would be irrelevant to my feelings about almost any other type of game based in any other universe.
Only this is Star Wars
The first Battlefront game had this amazing trailer (above) where a grown man was transported back in time to his childhood just by thinking about Star Wars.
Itās corny, and the first gameās multiplayer-only design meant I never felt anything like this playing Battlefront. Turns out I just had a delayed reaction, though, because this is exactly how I felt playing parts of Battlefront IIās campaign.
There were moments during this campaign where I was audibly hollering at my TV screen, as boxes marked āStar Wars Fanserviceā were ticked then ticked again for good measure in ways Iāve been waiting decades for. I was getting to see corners of the Star Wars universe that no visual media has ever let me experience before, like what the inside of a Mon Calamari Cruiser looks like in detail, or what the Rebels look like when theyāre the ones doing the interrogating:
Even better were the ship combat sections of the game, which were actually handled by Burnout creators Criterion. While fun in their own right as breaks from the on-foot combat, they were able to capture the filmās seat-of-your-pants thrill of fighters buzzing between capital ships and filling the stars with blaster fire better than the X-Wing or Rogue Squadron series could ever manage.
Iād also like to give a shout-out to the gameās quieter moments, those precious few stages where your weapons are holstered and youāre allowed to wander around a Rebel ship or an Imperial facility to just soak up the atmosphere. Very few Star Wars games (KOTOR excepted) ever ease up on the gas like this, and it was a pleasure just sticking my nose around starships and bases seeing the universe tick.
None of that stuff makes Battlefront IIās singleplayer a better game. Most of the larger combat instances are a dull grind, stealth sections are poorly designed, the ship combat has weird mission objective identification, the cliffhanger ending sucks and the final battle over Jakku, as spectacular as it looks, is an absolute disaster.
But it sure does make it a wonderful thing to experience, if youāre willing to surrender to fanservice and let the whole thing just wash over you.
Iām not going to say you should go out and buy the game just for this campaign, because any conversation about BFIIās āworthā is so combustible at this point that itās a wasted effort. But if you ever get the chance to play throgh it BFIIās campaign is short, sharp fun that does a tremendous job of delivering something thatās been in short supply for the last decade or two: a Star Wars game that genuinely feels like Star Wars