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#suffer with code i didnt understand might as well finish))
radramblog · 3 years
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Star Wars Battlefront II (the good one)
My nonfunctional internet is preventing me not only from finishing off my essay, not only from watching the lecture that I would have shown up for were it not for mediary COVID restrictions, but it’s also stopping me from writing anything here that would require any sort of research or confirming details. That leaves me with less options that I would have thought.
Browsing through my Steam collection for ideas on what to talk about, and something jumped out at me pretty quickly.
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Star Wars Battlefront II (the 2005 game, not Star Wars Battlefront 2, the sequel to the EA remake much maligned for malicious microtransactions) is a first/third person shooter that, while showing its age, remains one of the best games the franchise has ever put out. This is, of course, an opinion coming from someone who has yet to play Knights of the Old Republic, but it feels like Star Wars as a franchise has more misses than hits. So what makes this one land?
While I’m woefully unfamiliar with the early 00s shooters that Battlefront II was competing with (aside from Counter-Strike Source, but I’d argue that’s a different target market), I am extremely familiar with this one. I think part of why Battlefront II is so fondly remembered is on account of it being almost a gateway game for people getting into shooters in general- I for one played it extensively on my mate’s PS2 in primary school, and later on someone else’s PSP, and I doubt I would later have clicked so strongly with Halo if I hadn’t.
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But what Battlefront II has more than anything else I feel is ambition. After the conclusion of the prequel trilogy, Star Wars’s universe was big, and the developers seemed interested in representing about as much of what we see of it’s style of warfare as they possibly could. As a result, the maps are a glorious smattering of worlds and terrains, loving and detailed recreations of places from the various films as well as a few that are probably new (I might just not remember them), each drizzled with vehicles and turrets and resources. Each of the game’s four factions share the basic units with very few differences (except for the Super Battle Droid), making them easy to understand and grasp for newer/younger players, with the complexity of each’s unique units paying off those willing to grapple with their weakness and play to their strengths. Some are definitely better than others, but that isn’t especially obvious at first. The basic classes reflect tropes seen in other games and while again some falter it’s not by enough that picking them in the wrong situation is a guaranteed blunder.
There are, of course, the heroes, major characters from the series granted to a player who’s doing pretty well, and I feel like this is another pretty well handled mechanic, even if a little awkward. There are enough of them, and they’re distributed enough between maps and factions, that they don’t tend to feel stale, and it’s pretty obvious that while they can absolutely ruin a team it’s also pretty easy to mishandle them. Unfortunately, heroes are related to one of my biggest complaints about the game, but we’ll get to that later.
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One of the biggest selling points in my eyes are the dogfight levels. Now, I’ve never played X-Wing or the like, in fact my experiences with dogfighting games is extremely limited. But this part of the game fucks so hard. The design ideas begun with the class selection continue with the (admittedly small) range of starfighters you can pilot, with specialised interceptors, bombers, and landing craft to go alongside the effective all-rounders. The mode offers a variety of playstyles, between hunting down opponent’s fighters to bombing their flagships to boarding said flagships and destroying their systems from the inside. There is also the option of manually controlling the turrets, as well as acting as a gunner for someone else’s bomber/lander, but these positions are unfortunately underpowered and underexplored- they’re also, ultimately, less fun. But the dogfighting just feels right. I can’t really explain it, but moving in that 3-dimensional space feels not only satisfying but accurate to the source material in a way I don’t think any future Star Wars game has yet replicated.
I suppose the various game modes are worth discussing. Skirmishing on whatever map you want is the standard, at least in multiplayer, but there are a few unique offerings you won’t see in other modes- Hunt, where it’s a faction versus some of the series’s wildlife in a mode that always feels imbalanced towards one side or the other. There’s obviously Assault- the standard name for the space dogfights but on one ground map (Mos Eisley) it is of course the ever-popular heroes free-for-all, a chaotic mess but one where you can test out each one and figure out what their abilities actually do. But in the broader strokes, you’ve got the story, and the Galactic Conquest, as the two main other modes.
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(oof, they really didnt build this with this resolution in mind huh)
That’s right, this game has a story, and it’s…okay? Ultimately it’s just a series of missions with the 501st, as they fight in the clone wars, turn on the Jedi, and ultimately become the Empire’s tool of oppression, separated by exposition. You get to run through some scenes from the movies, including the boarding at the start of the first movie and the Battle of Hoth, though some of the missions feel harder than intended- no matter how good the player is, the AI is not going to fare well in the tougher missions and you have a solid chance of ending up on your own.
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Galactic Conquest is the game’s more unique selling point, being something like a basic version of Risk but with the dice-rolling battles replaced with Star Wars Battlefront II. You earn credits over time and through victory that you can spend unlocking types of units, getting new fleets to improve how many fronts you can wage war on, and unlock powerups for use in the actual battles. It’s largely fine, feeling like a bit more controlled and strategic version of just playing randoms in Instant Action, but it suffers the most from the biggest problem this game has.
The game’s truest flaw is its AI. They are dumb as a sack of potatoes, and the main thing holding the game back from perfection. And it was the early 00s so imperfect AI was to be expected, but it’s a bit more than imperfect here, I guess. Robits standing still while shooting you (or just at all, while you’re sniping them), extremely questionable vehicle and turret usage, and literally crashing starships into you, your flagship, or their own flagship. Bumping their difficulty up doesn’t really help, either. Even more egregious is the AI’s usage of heroes- or rather, that they don’t. If you’re playing single player, the game will always give earned heroes to you rather than your robot teammates, will not let one of them take if it if you decline to use the character, and you will never see one on the opposite side. This would imply that there wasn’t code for the Ais to use them, except there clearly is because Assault Mos Eisley exists- and they’re arguably much better there than in any other mode! It’s a real shame, because the low quality of the AI combined with the nature of the games means that victory is extremely polarised based on the player’s skill- if you bad all the way up to pretty decent at the game, your input basically doesn’t affect the outcome, whether you win or lose. If you’re good at the game, you will never lose at singleplayer, possible exception again being Assault Mos Eisley. It’s a little absurd, honestly. Also, I’m not even sure they go for the flag in CTF in space.
I am, however, willing to look past these flaws. The game is far from perfect, but it’s just incredibly fun. It’s a type of gameplay that they’ve tried to replicate, but never quite recaptured- and I think part of the reason for that is because the awkwardness is part of the charm. It’s nostalgic- both for those who played it when they were younger and just those in my generation who grew up on the Prequels. It’s also way more expensive on steam (bruh 14.5 AUD for real?) than I expected, but it goes on hard sales pretty often (I think I paid like a buck fifty for it), so it’ll be within budget at some point. I don’t know if I can recommend it for those who aren’t nostalgic, though, solely on account of those awkward features you likely wouldn’t be able to ignore like I do. And that’s a shame, because it’s not like they’ve made a better version of this game.
Fuck EA, basically.
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decth-a · 7 years
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Hey it’s Nonnie. Remember when I was active? And then I remembered DEADLINES where a thing literally after making a bunch of starter calls. That was fun. Because I don’t wish to remake 6 starter calls here’s a post for all three accounts here that are part of TBE and CBKW. 
If you’d like a starter for any of these verses with one of my muses then click the link and give that post a lil ♥ . Mutuals and Non-Mutuals can like these calls as long as you’re part of the verse. Side blogs please reply with the muse and verse you want them to meet in.
Death Starter call for TBE Starter call for CBKW
Astro Starter call for TBE Starter call for CBKW 
Yuuri Starter call for TBE Starter call for CBKW- No recent starter call but if you just reply for him that’ll do
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